The problem with that quote is that he's still assuming at least some ROI on his investment.
Let's put it another way.
If someone had asked him if he had a choice on working on a game that would make money, whether it's 1 dollar or 1 millions dollars but doesn't give him as much creative freedom...
OR...
He could go out and create his vision but end up losing money to the extent that he would lose his business/house/personal holdings/etc...
Which do you think he would choose?
And that's why games generally only get as much money budgeted as someone is willing to put forth as a gamble that it "might" succeed and that they "might" see a return on their investment...
With that money the Devs then have to prioritize how much time is spent on X feature. How much time is spent on Y art asset. Should they implement M feature in the game or should they instead more fully develope N feature in the game.
If you do not do those very basic things, you end up with Daikatana. Or a neverending dev cycle like Duke Nukem' 4ever.
Everything comes down to money.
That's why even the most artistic game dev's will have a Producer on board. That Producer is there to try to keep things focused so that the game stays within budget (money). They are usually the ones to tell the dev, "Ok bub, it's time to start cutting things because we're going to run out of money before you can finish this game with the current set of features/locations/art assets/whatever."
Everything works this way. Games, Film, TV, Research and Developement, Business ventures, etc...
It's all about money. What can you do with the money you have available and even more importantly, in the end will you make more money than you spent...
If they don't make more money than spent, then the business/film franchies/game franchise/promising research for a new drug/etc. all go bye bye...
Regards,
SB
It's still not as simple as that. You're describing it as black and white - it isn't. They want to be successful and budget conscious as long it doesn't cost them their creative freedom.